Game data
Where the graphics come from, how they are extracted, and what the editor does without them.
A map file stores tile indices and unit type ids. The pixels live in StarCraft's own archives, which are Blizzard data, not covered by this project's MIT license and not redistributable. None of them are in this repository. A clone generates them from an installation you are entitled to use.
Attribution is not permission: see ATTRIBUTION.md before publishing a fork or a hosted build.
- Where the editor gets itEvery game-data file is fetched through one resolver (src/gamedata/source.ts), which settles the session's source once, in this order:
- Getting the filesHelp ▸ Game Data… shows the current source, and when there is none, the ways to get one:
- The game itselfTools ▸ Test Map needs the *installed* game rather than its data: the desktop build's main process looks in the same places the archive search does for StarCraft.exe (x86_64\ and x86\ for…
- ExtractingWith no arguments the script looks for StarDat.mpq and BrooDat.mpq (and patch_rt.mpq, which wins over both) in $SCM_DATA_DIR, then in fixtures/data/, then in the usual install locations, …
- Tileset graphicspublic/tileset/<name>.{cv5,vf4,vr4,vx4,wpe} is what the app fetches on demand and rasterises into one megatile atlas per tileset (src/formats/tileset/).
- Unit graphicsnpm run extract:units mirrors the part of the MPQ tree that leads from a unit type to its picture: